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Faction and Deadspace Damage Control

Author
Arthur Aihaken
CODE.d
#1 - 2013-10-01 04:46:08 UTC  |  Edited by: Arthur Aihaken
This is a fairly straight-forward feature request: Faction and Deadspace Damage Control modules.

  • Caldari Navy ... +17.5% to shields, +10% to armor and 60% to hull; 25CPU, 1 grid
  • Federation Navy ... +7.5% to shields, +17.5% to armor and 62.5% to hull; 25 CPU, 1 grid
  • Imperial Navy ... +7.5% to shields, +20% to armor and 60% to hull; 25 CPU, 1 grid
  • Republic Fleet ... +12.5% to shields, +12.5% to armor and 62.5% to hull; 25 CPU, 1 grid
  • These are the same overall resistances as the T2 variant (87.5%), just reallocated. Republic fleet was adjusted to have 12.5% shields and 12.5% armor.

  • Deadspace-C ... +15% to shields, +17.5% to armor and 60% to hull; 32 CPU, 1 grid
  • Deadspace-B ... +15% to shields, +17.5% to armor and 62.5% to hull; 35 CPU CPU, 1 grid
  • Deadspace-A ... +17.5% to shields, +20% to armor and 65% to hull; 38 CPU, 1 grid
  • These are total resistance increases of 5%, 7.5% and 15.0%, respectively. The Deadspace-A variant might be too much of a bump (possibly 15%-17.5%-65% instead)

  • Reactive Damage Control ... Alternates between +10% armor and +10% hull.
  • Only one module may be installed (low slot), subject to stacking penalties. Benefits from Armor Resistance Phasing skill.
    Thanks to Swiftstrike1 for the suggestion!

    Please note: these do not take into account item rarity or price point.
    Edited based on feedback from Luc Chastot, Dibblerette and Ravasta (changes in bold, thanks). Also added a few ideas for fitting requirements and adjusted the bonuses for Deadspace variants. I also tweaked the CPU requirements on the Deadspace modules (since they are more powerful than the standard T2 damage controls, I felt they should incur a bit more of a hit).

    I am currently away, traveling through time and will be returning last week.

    Luc Chastot
    #2 - 2013-10-01 05:00:31 UTC
    FN and RF are pointless.

    Make it idiot-proof and someone will make a better idiot.

    HiddenPorpoise
    Jarlhettur's Drop
    United Federation of Conifers
    #3 - 2013-10-01 05:49:07 UTC
    The FN is actually slightly worse than a DCII for most things.
    Rhianna Ghost
    Ghost Industries Inc.
    #4 - 2013-10-01 06:19:05 UTC
    Maybe with the bonus of not being stacking penalized is enough and everything more than T2 would be too good? And as the fitting-requirements and cap use is not that big either, I don't see any space in reducing them to differentiate the faction versions.

    So: -1
    Arthur Aihaken
    CODE.d
    #5 - 2013-10-01 06:30:31 UTC  |  Edited by: Arthur Aihaken
    Luc Chastot wrote:
    FN and RF are pointless.

    Not necessarily, because you're not taking into consideration price (which I didn't get into). I assumed this was self-explanatory, because there are literally dozens of examples where faction modules have slightly different specs but vary quite a bit in price. So the FN and RF could be considered "poorer" versions of the CN and IN faction damage controls.

    HiddenPorpoise wrote:
    The FN is actually slightly worse than a DCII for most things.

    If the FN and RF are just unworkable, it's easy enough to just go with 2 (CN and IN).

    Rhianna Ghost wrote:
    Maybe with the bonus of not being stacking penalized is enough and everything more than T2 would be too good? And as the fitting-requirements and cap use is not that big either, I don't see any space in reducing them to differentiate the faction versions.

    Possibly, and the cost might be prohibitive. However, I can see where the Deadspace modules might be of benefit to large freighters (etc.) that rely on structure. And no, I didn't get into the fitting requirements either - although one could certainly increase the grid and CPU requirements to offset any gains.

    I am currently away, traveling through time and will be returning last week.

    Dibblerette
    Solitude-Industries
    #6 - 2013-10-01 06:39:23 UTC
    My first thought was that the Gallente one should definitely have a bigger resist bonus for the hull than the others.
    Arthur Aihaken
    CODE.d
    #7 - 2013-10-01 07:33:38 UTC
    Dibblerette wrote:
    My first thought was that the Gallente one should definitely have a bigger resist bonus for the hull than the others.

    Great idea, I'll amend it.

    I am currently away, traveling through time and will be returning last week.

    Dibblerette
    Solitude-Industries
    #8 - 2013-10-01 07:50:16 UTC
    God, these would be disgusting on supercapitals. *Shudders*
    Arthur Aihaken
    CODE.d
    #9 - 2013-10-01 07:58:12 UTC  |  Edited by: Arthur Aihaken
    Dibblerette wrote:
    God, these would be disgusting on supercapitals. *Shudders*

    Quite possibly. I adjusted the Deadspace versions.

    I am currently away, traveling through time and will be returning last week.

    Arthur Aihaken
    CODE.d
    #10 - 2013-10-01 22:23:50 UTC
    No love for a few more damage control variants?

    I am currently away, traveling through time and will be returning last week.

    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #11 - 2013-10-01 22:38:25 UTC

    I would leave it to CCP to judge what values are ideal, but faction, deadspace, and/or officer DCU's would be alright if reasonably created.

    Note: Given the probable ability to acquire faction DCU's through loyalty points, I highly recommend these versions be identical to t2, (or much closer to them) with only a reduction in CPU need. Leave the "higher resist" DCU's are rarer drops from plexes and officers.
    Arthur Aihaken
    CODE.d
    #12 - 2013-10-01 22:39:57 UTC  |  Edited by: Arthur Aihaken
    Gizznitt Malikite wrote:
    Note: Given the probable ability to acquire faction DCU's through loyalty points, I highly recommend these versions be identical to t2, (or much closer to them) with only a reduction in CPU need. Leave the "higher resist" DCU's are rarer drops from plexes and officers.

    The total resistances for the Faction Damage Control modules are identical to the T2s (just reallocated).

    I am currently away, traveling through time and will be returning last week.

    Meyr
    Di-Tron Heavy Industries
    OnlyFleets.
    #13 - 2013-10-02 02:13:26 UTC  |  Edited by: Meyr
    Consider making one faction for more Armor (Amarr), one for more Shields (Caldari), one for more Hull (Gallente), and one with straight T2 bonuses, but less CPU (Minmatar). The other three use the same CPU as a T-2 DCII. All of them use the same, or maybe slightly more Cap via a decreased cycle time (nothing major, just one to three seconds shorter).

    That allows for a bit more flexibility in deciding what Pirate Faction or possibly Officer versions offer - combinations of two, three, or four attributes at varying levels of power.
    Arthur Aihaken
    CODE.d
    #14 - 2013-10-02 02:16:40 UTC
    Meyr wrote:
    Consider making one faction for more Armor (Amarr), one for more Shields (Caldari), one for more Hull (Gallente), and one with T2 bonuses, but less CPU (Minmatar). The other three use the same CPU as a T-2 DCII. All of them use the same, or maybe slightly more Cap via a decreased cycle time (nothing major, just one to three seconds shorter).

    That allows for a bit more flexibility in deciding what Pirate Faction or possibly Officer versions offer - combinations of two, three, or four attributes at varying levels of power.

    Sure... didn't I do that though?

    I am currently away, traveling through time and will be returning last week.

    Meyr
    Di-Tron Heavy Industries
    OnlyFleets.
    #15 - 2013-10-02 02:18:04 UTC
    Close, but not quite.
    Ravasta Helugo
    Republic University
    Minmatar Republic
    #16 - 2013-10-02 02:28:32 UTC  |  Edited by: Ravasta Helugo
    I approve. Your values are small enough to ensure these things don't break the game. Also, I approve of the higher resist total for two races over the other two: Many other faction modules work the same way.

    Man... dat A-Type. Imagine the price that thing would fetch....

    EDIT: Bring down the CPU cost of the Deadspace modules. No Deadspace mod has FOUR times the fitting costs of T-2.
    Nero Pantera
    Whale Girth
    #17 - 2013-10-02 05:14:19 UTC
    me likes
    Arya Regnar
    Darwins Right Hand
    #18 - 2013-10-02 05:21:51 UTC
    Ravasta Helugo wrote:
    I approve. Your values are small enough to ensure these things don't break the game. Also, I approve of the higher resist total for two races over the other two: Many other faction modules work the same way.

    Man... dat A-Type. Imagine the price that thing would fetch....

    EDIT: Bring down the CPU cost of the Deadspace modules. No Deadspace mod has FOUR times the fitting costs of T-2.

    Second this, other than that for once I like your idea OP, normally you just shitpost.

    EvE-Mail me if you need anything.

    Arthur Aihaken
    CODE.d
    #19 - 2013-10-02 17:45:10 UTC  |  Edited by: Arthur Aihaken
    Meyr wrote:
    Close, but not quite.

    I'm always open to suggestions. What did you have in mind?

    Ravasta Helugo wrote:
    EDIT: Bring down the CPU cost of the Deadspace modules. No Deadspace mod has FOUR times the fitting costs of T-2.

    I originally did this to deter them being used other than in larger ship classes (cruisers and up), but I think in of itself the price on the Deadspace modules will be enough of a deterrent from using them on smaller ships. I agree with your point, and I adjusted them slightly higher than the T2 equivalents (thanks for the feedback). Hopefully the new values (32, 35 and 38) aren't unrealistic?

    I am currently away, traveling through time and will be returning last week.

    Igor Nappi
    Doomheim
    #20 - 2013-10-02 19:57:26 UTC
    Luc Chastot wrote:
    FN and RF are pointless.

    I agree. These two would never get used.

    Furthermore, I think that links must be removed from the game.

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